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danoh

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It just gets better the deeper I get into it. For example:

Now when you hit F6, the ledger has a pulldown menu so you don't have to click scroll left and right to get to "Land Commanders" "National Navy Comparison," etc. Even better, you can sort by commander skill, so one click and voila! all defensive doctrine boys on and off map are listed together. The only thing that's missing is to doubleclick on the unit "Commission" column and have the interface take you to the location on the map and highlight the unit. Maybe they can patch that.

Now when you detach units from the bottom of the stack, the list doesn't jump back up to the top.

There's a handy left/right scroll button that allows you to cycle either between stacks or within a single stack, if say you want to look at the details of individual units (for speed, for example) instead of having to back out and individually select the next unit.

I wore out mice with all the clicks I needed in HoI just to handle these first three issues.

Is it true there's no save for the demo? I'm not getting any save options in the game option screen.
 
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I found it hard to keep track of whats happening, but I suppose you eventually get used to it...
 

unmerged(20619)

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Steel said:
Try playing more than once as Allies before declaring the scenario unbalanced :)

You need to roll with the initial blow, but a strategic victory is quite possible as Germany runs out of steam after a while.

I did quite well with the Allies in the scenario by taking a few licks in the beginning and then bringing the ass whoping. Playing as Germany you will run out of fuel/supplies fast and thats where the Allies have the advantage. Keep them away from the major objectives and their power will dwindle to nothing.
 

unmerged(35776)

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great demo, but this whole movement is attack thing took some getting used to :p

Im almost ashamed (but not quite ;) ) to say that i didnt beat the scenario the first time without using cheats. The third time however, I managed to give those dumbkopfs a right good thrashing with no cheats at all ;)
 

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I'v downloaded the Demo from all of the various mirrors & each time Winrar reports that the file is corrupterd. :/
 

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Inbrainsane said:
2. The Airforce: I see the reasons, why no bigger stacks than 5 are allowed. But my method for creating my troops is, i make one big stack, and then out of this i form the different armies. This is a very fast and easy method. But doesnt work with air, because i cant make the big stack, so its much more difficult to search the units i want for each stack.

So thats why I couldnt merge my planes! But how did you know that no bigger stacks than 5 were allowed? I also use the "merge all into big stack then divide" trick, but the 5 limit will probably not be that big of a problem in the 1936 campaign when you have more control over your forces composition from the start.
 

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Disgustoid said:
Now I can most probably adapt to this, but I don't find it makes much sense ... if I can only attack with big stacks then my junior officers won't see any action ... I might just as well promote Ringel and Dietl and Lammersdorff to Field Marshals

Junior officers gain experience much faster, if you are fighting an actual campaign instead of a battlescenario you would see the difference.
 

herm

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Disgustoid said:
2. Are you sure this isn't because of the Airfield-capacity ? I know an Air Lt. General can command 4 squadrons now instead of 3, so I would assume an Air-general or a Marshal can handle more than 5 ...

I've tried the allies and I could not merge planes where the result would have been stacks greater than 5, I could also have more than 10 planes in an air-base province, I thought that the "10" meant that the base could hold that many planes... :confused:
 

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herm said:
I've tried the allies and I could not merge planes where the result would have been stacks greater than 5, I could also have more than 10 planes in an air-base province, I thought that the "10" meant that the base could hold that many planes... :confused:

A base can hold more planes that can fit in one stack, i.e. multiple max size stacks can be based on an airbase of appropriate size without penalties.
 

herm

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Grosshaus said:
A base can hold more planes that can fit in one stack, i.e. multiple max size stacks can be based on an airbase of appropriate size without penalties.

Eh... Is this comfirmation that a stack of planes is max 5? And what does the "10" mean (in the province screen for the airbase) if I still can have 3x5 planes in the province, or is it there that the penalties comes in?

So, is it like this;

1) I can have max 5 planes in a stack.
2) I can have more planes in a base than optimal but then I get penalties (for the extra planes or all of them)?
 

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herm said:
1) I can have max 5 planes in a stack.
2) I can have more planes in a base than optimal but then I get penalties (for the extra planes or all of them)?

1) yes
2) yes, for all of them..
 

herm

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Maximilian I said:
4 is max.
overstacking leads to slower reinf and slower org regain.

You mean for the stacking penalty? I'm talking about my inability to merge more planes than 5 in one stack, and the airbase number and how that seems to not correspond with how many planes I can have in that province.

Edit: Never mind, Thor... I mean Johan came to the rescue :D
 
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Disgustoid said:
Can't you cancel a movement order and abandon the province ?

Sure. But anyway, you've got a realistic choice as you plan an assault: you can line up similar forces on the frontier to the province and advance together, or you can include some faster armour (or whatever) units that sprint ahead, and perhaps press on to try to create a pocket. In the former case, conquest of the province takes longer. In the latter case, the lead units risk being hit by a counter-attack. Your choice.

In response to the other post that complained that he couldn't find a pause button - try the key on your keyboard called "pause"?

Nick
 
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grumbold said:
True, but the messages are either on every encounter (too frequent) or on defeat (too late to do much good.) It would be nice to have an alert for air/sea/ground combats that are finely balanced or heavily in the opponents favour so you can attempt to affect the outcome, without being alerted to all the encounters where you don't need to be directly involved.

Consider raising the "stop this mission if strength or org below X" level in your orders if you want to protect your air and naval units from being destroyed while you're distracted? Or play on a slower speed?

Nick
 

herm

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I would like to repeat the question about the difference between Support Defense and Reserves.

SD - Set as support province x, if province x comes under attack then move there with 3x speed.

Reserves - Support any neighbouring province that comes under attack, if under attack then move there with ?x speed.

Maybe someone already answered this but the only thing I have read was someone that speculated that the speed bonus for reserves would be 2x.

Btw, I really like the screen (in statistics) where you can see all the terrain and weather bonus/penalties for every type of unit
 

grumbold

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NickMP said:
Consider raising the "stop this mission if strength or org below X" level in your orders if you want to protect your air and naval units from being destroyed while you're distracted? Or play on a slower speed?

Nick

I'm sure I'll work around the problem in the meantime, but having a new popup to tell you what combats need attention would be a nice feature, don't you think? The Bulge scenario was pretty busy with combats even in such a small area. What will fighting in three theatres at once be like?
 

grumbold

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grumbold said:
The pinning attacks would need to be viable attacks in their own right or you're just throwing away your own org to little effect - org plummets if you execute an ill thought out attack. Its also not doing anything to affect enemy units behind the newly won province. A couple of fresh ones can be enough to repulse your disorganised advancing troops. Unless we get a coordinated arrival time, halting the troops and sending in fresh mechanised reserves is the best option yet, but that does require micromanagement to assess and halt all your victorious troops and send in others.

Another thought on this. It seems as if troops advance into the newly won province at normal speed. Perhaps once the first unit to arrive is engaged by the enemy the others moving in should automatically update to "support defence" orders and move at 3x speed for the rest of their journey. My experiments seem to indicate that to do this manually you have to stop their movement (losing progress made) to toggle support defence, so there is little advantage to be gained. Speed would have to increase without losing all progress.
 

unmerged(29126)

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grumbold said:
I'm sure I'll work around the problem in the meantime, but having a new popup to tell you what combats need attention would be a nice feature, don't you think? The Bulge scenario was pretty busy with combats even in such a small area. What will fighting in three theatres at once be like?

I'd like to see on-map displays on how battles for particular provinces are going, i.e. little green plusses "+" and little red minusses "-" that depict on whether the "progress"-bar is changeing in your favour or not in that specific province ...

I don't find the battle-overview-tab a great help ... battles in the collumn keep changeing their relative position, so the battle for Luxembourg can be in slot 3 one turn/hour and in slot 1 the next ... the it's over ... then the enemy counter-attacks and it's in slot 4 again and so forth ...